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Sebastian Straub; Isis Tunnigkeit; Julia Eberle; Arlind Avdullahu; Nikol Rummel – International Journal of Computer-Supported Collaborative Learning, 2025
A key challenge in CSCL research is to find ways to support learners in becoming effective collaborators. While the effectiveness of external collaboration scripts is well established, there is a need for research into support that acknowledges learners' autonomy during collaboration. In the present study, we compare an external collaboration…
Descriptors: Cooperative Learning, Interaction, Scripts, Computer Assisted Instruction
Caitlin Snyder; Clayton Cohn; Joyce Horn Fonteles; Gautam Biswas – Grantee Submission, 2025
Recently, there has been a surge in developing curricula and tools that integrate computing (C) into Science, Technology, Engineering, and Math (STEM) programs. These environments foster authentic problem-solving while facilitating students' concurrent learning of STEM+C content. In our study, we analyzed students' behaviors as they worked in…
Descriptors: Learning Analytics, Problem Solving, STEM Education, Computation
Darian Stapleton; Thalia R. Goldstein – Journal of Creative Behavior, 2025
Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that…
Descriptors: Video Games, Creativity, Problem Solving, Play
Qi Zhang – Education and Information Technologies, 2025
This study investigates the efficiency of "segmented ludicization" in language learning, i.e., the method considering learners' cognitive processing in ludicized learning experiences. This method transforms traditional didactic environments into playable procedures involving intervals for learners' knowledge digestions and retrievals.…
Descriptors: Language Usage, Cognitive Processes, Recall (Psychology), Problem Solving
Adi Perry-Kates; Anat Cohen – Journal of Computer Assisted Learning, 2025
Background: In light of the growing need to understand interactive learning effectivity and especially post-COVID 19 pandemic constraints, the key question is how to develop interactive videos in order to get the most effective results. Objectives: This research aims to explore the pedagogical benefits of interactive video with branching…
Descriptors: Video Technology, Interaction, Instructional Effectiveness, Teaching Methods
Vecihi S. Zambak; Lilly Steiner; Kerry Carley-Rizzuto – Discover Education, 2025
Parental involvement in children's education has benefits throughout a child's academic career. Researchers and educators have developed parental involvement programs, the most effective being those that teach parents to understand open-ended mathematics problems, allowing time for children to think, share their mathematical understanding, and…
Descriptors: Parent Participation, Intervention, Preadolescents, Mathematics Skills
Shihui Feng – British Journal of Educational Technology, 2025
Collaborative problem solving (CPS) is an important skill enabling students to co-construct knowledge and tackle complex problems through group interactions. While the importance of group interactions in CPS is well recognized, it is unclear how the emergence of generative artificial intelligence (GAI), with advanced cognitive support, may alter…
Descriptors: Group Dynamics, Interaction, Problem Solving, Cooperative Learning
Hao Zhang; Shihan Chen; Sen Zheng – Education and Information Technologies, 2025
Based on the instructional interaction principles outlined by Chen and Wang (2016) in third-generation distance learning, this study employs a recursive logical perspective on the evolution of the theory of interaction in distance education. It constructs a structural equation model to measure the mediating utility path of the learner's proactive…
Descriptors: Personality Traits, Assertiveness, Interaction, Distance Education
Lene Hayden Taraldsen – Mathematics Teaching Research Journal, 2025
The aim of this study is to understand teacher education students' experience with an introduction to use of escape room as a didactic tool in mathematics, and to gain insight on the impact of such an introduction on teacher education students' development as mathematics teachers. Escape room is a new, game-based, didactic tool in school that…
Descriptors: Preservice Teachers, Mathematics Instruction, Preservice Teacher Education, Foreign Countries
Kristy Hynes; Tracy Gershwin; Jason Robinson; Chrissa Mitchell – Beyond Behavior, 2025
Meaningful student-teacher relationships form a crucial foundation for teachers to deliver effective interventions leading to better outcomes for students with challenging behavior. By implementing simple recommendations for facilitating genuine and intentional interactions with students and regulating their own emotional responses, teachers can…
Descriptors: Teacher Student Relationship, Interaction, Behavior Problems, Student Behavior
Kasey L. Wozniak; Anna S. Grinath; Heather J. Ray; Devaleena S. Pradhan – Scholarship and Practice of Undergraduate Research, 2025
A key component of authentic undergraduate research experiences is supporting students in recognizing their agency to shape a research project and develop project ownership. Previous research has suggested design elements that could foster project ownership in course-based research experiences. However, research is needed to examine how these…
Descriptors: Student Projects, Student Research, Undergraduate Students, Student Role
Min Tang; Sebastian Hofreiter; Christian H. Werner; Aleksandra Zielinska; Maciej Karwowski – Journal of Creative Behavior, 2025
Recent research suggests that working with generative artificial intelligence (AI), such as ChatGPT, can produce more creative outcomes than humans alone. However, does AI retain its creative edge when humans have access to alternative information sources, such as another human or the internet. We explored this question in a between-group…
Descriptors: Creative Thinking, Man Machine Systems, Interaction, Internet
Isnanik Juni Fitriyah; Sony Yunior Erlangga; Andik Wahyun Muqoyyidin; Septi Aprilia – Discover Education, 2025
Research on the possible benefits of digital games for learning outcomes in STEM education has shown mixed results, which is another reason that this study is focused on inconsistencies in past research outcomes. Moreover, it seeks to explore the moderator variables which affect the success of digital games like game design, interactive…
Descriptors: Educational Games, Computer Games, STEM Education, Meta Analysis
Jongho Moon; Teamin Ha; Jenna R. Fisher – Strategies: A Journal for Physical and Sport Educators, 2025
This article aims to advance K-12 health literacy through the integration of technology-enriched participatory methods within skills-based health education. By emphasizing active student engagement, these instructional strategies align with the National Health Education Standards and cultivate critical thinking, problem-solving, and communication…
Descriptors: Health Education, Elementary Secondary Education, Multiple Literacies, Technology Uses in Education
Morgan M. Fong; David DeLiema; Virginia J. Flood; Oia Walker-van Aalst – International Journal of Computer-Supported Collaborative Learning, 2025
Working solutions to problems are not definitive end points. As a result, code that is technically correct can still be treated as needing revising -- a practice in computer programming known as refactoring. We document how late elementary to middle school students and their undergraduate instructors weigh the possibility of refactoring working…
Descriptors: Computation, Thinking Skills, Norms, Computer Science Education
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